The Forsaken Land
IRC Coldfront #Forsaken
Setting
Hey there and welcome to my sequel in spirit to my post-apocalyptic Hammer of Fate. This game will take place in the same setting but will allow players to create their own faction and guide it into through the post-Strike era. The year is 2034, twenty years after a devastating asteroid strike and the ruined landscape are crawling with new people molded by the end of the old world and its aftermath. Dust storms have dwindled down to a defined season of the year allowing surface agriculture to return to the wastes. Shelter refugees are coming out of their subterranean shelters in full force and survivors on the surface have established stable communities of varying degrees of oppression and complexity.
Game Summary
You are the invisible guiding hand of your band of post-apocalyptic people to do with them what you desire in the confines of realism and the setting.
To create your faction i'll need the following:
This is based on a high degree of realism. You start off as a small fledgling settlement. This isn't Fallout, its quite the opposite in that there's no aliens or Liberty Primes, the asteroid strike happened in our 2014.
Official Name:
Origin: this is where your founders come from. Shelter Refugees or Wastelanders
Background: self-explanatory, I will provide the make up of your settlement from this
Start Location: The wasteland for the sake of simplicity roughly resembles the geography of the old world but covered with nutrient soils broken by some dead areas and such. So if you want to settle next to the old Mississippi or in the ruins of Atlanta you may but they will carry their own opportunities and threats.
Origin is the only real concrete modifier in the creation of your faction. Shelter Refugees have bonuses toward acquiring new ideas and growth, their founders start off as educated and civilized. Wastelanders have bonuses toward combat and trade, their founders start off with knowledge of at least two other NPC settlements.
Here's an example of a faction's stats.
Each of these modifiers requires that you have a certain amount of Evolution Points to spend on advancing or altering them to an improved or different state.. Typically to alter a modifier you have to have EP acquired by succeeding in your orders and by doing well in the game. Sometimes though the modifiers can and probably be changed by events out of the control of the player.
Leadership represents your government or leaders. Changing leadership can sometimes bring stability issues and even the overthrow of your own designs.
Society represents the complexity and status of your society. Certain state of affairs will bring unique problems and benefits to your settlement.
Development represents your settlement's ability to house a certain number of people, your capacity to thrive economically, and how well you execute certain projects.
Reputation is how you're viewed by outside peoples.
Stability represents how close you are to falling apart or a revolution.
Warfare represents your ability to defend against attacks and deal out blows as well. Each degree of warfare requires you to advance in 3 levels to achieve it.
Economy represents how well and how you collect resources.
Exploration is represented by how many settlements you know of and the more of the world you know then the more know opportunities and threats your settlement faces. Exploration progresses at a natural rate which can be curtailed by your RP policies if you wish.
Once you created your faction will be able to play the game once GM approved. There are three types of orders, Settlement Order which deals with internal affairs and Defense Order which deals with your military. You don't need to plan actions outside of roleplay, success and failure will be determined by die rolls which I may or may not modify. Diplomacy will not require an order but breaking agreements with NPCs and players can cause domestic disturbances. Finally you have your Special Order which covers anything not covered by the other two orders which isn't diplomacy. Extra orders may be added to the stats depending on your development.
Settlement Orders must be public. Defense and Special Orders can be public or private.
Evolution Points can be spent without an order. An evolution costs 50 EP across the board.
Game Start
All factions begin at a relatively safe location which they can choose. If you find an old nuclear generator or water dam in the region from today's time then you can settle there and mention your location which can provide unique benefits.
IRC Coldfront #Forsaken

Setting
Hey there and welcome to my sequel in spirit to my post-apocalyptic Hammer of Fate. This game will take place in the same setting but will allow players to create their own faction and guide it into through the post-Strike era. The year is 2034, twenty years after a devastating asteroid strike and the ruined landscape are crawling with new people molded by the end of the old world and its aftermath. Dust storms have dwindled down to a defined season of the year allowing surface agriculture to return to the wastes. Shelter refugees are coming out of their subterranean shelters in full force and survivors on the surface have established stable communities of varying degrees of oppression and complexity.
Game Summary
You are the invisible guiding hand of your band of post-apocalyptic people to do with them what you desire in the confines of realism and the setting.
To create your faction i'll need the following:
This is based on a high degree of realism. You start off as a small fledgling settlement. This isn't Fallout, its quite the opposite in that there's no aliens or Liberty Primes, the asteroid strike happened in our 2014.
Official Name:
Origin: this is where your founders come from. Shelter Refugees or Wastelanders
Background: self-explanatory, I will provide the make up of your settlement from this
Start Location: The wasteland for the sake of simplicity roughly resembles the geography of the old world but covered with nutrient soils broken by some dead areas and such. So if you want to settle next to the old Mississippi or in the ruins of Atlanta you may but they will carry their own opportunities and threats.
Origin is the only real concrete modifier in the creation of your faction. Shelter Refugees have bonuses toward acquiring new ideas and growth, their founders start off as educated and civilized. Wastelanders have bonuses toward combat and trade, their founders start off with knowledge of at least two other NPC settlements.
Here's an example of a faction's stats.
Carnac
Leadership: Meritocratic Council
Society: Monocultural/Shelter Culture
Infrastructure: Basic Foundations
Reputation: Respected
Stability: Harmonious
Warfare: Disciplined Militia
Economy: Scavenging
Exploration: 2 communities contacted
Resources: 1,000 tons
Evolution Points: 10
Population: 1,500
Each of these modifiers requires that you have a certain amount of Evolution Points to spend on advancing or altering them to an improved or different state.. Typically to alter a modifier you have to have EP acquired by succeeding in your orders and by doing well in the game. Sometimes though the modifiers can and probably be changed by events out of the control of the player.
Leadership represents your government or leaders. Changing leadership can sometimes bring stability issues and even the overthrow of your own designs.
Society represents the complexity and status of your society. Certain state of affairs will bring unique problems and benefits to your settlement.
Development represents your settlement's ability to house a certain number of people, your capacity to thrive economically, and how well you execute certain projects.
Reputation is how you're viewed by outside peoples.
Stability represents how close you are to falling apart or a revolution.
Warfare represents your ability to defend against attacks and deal out blows as well. Each degree of warfare requires you to advance in 3 levels to achieve it.
Economy represents how well and how you collect resources.
Exploration is represented by how many settlements you know of and the more of the world you know then the more know opportunities and threats your settlement faces. Exploration progresses at a natural rate which can be curtailed by your RP policies if you wish.
Once you created your faction will be able to play the game once GM approved. There are three types of orders, Settlement Order which deals with internal affairs and Defense Order which deals with your military. You don't need to plan actions outside of roleplay, success and failure will be determined by die rolls which I may or may not modify. Diplomacy will not require an order but breaking agreements with NPCs and players can cause domestic disturbances. Finally you have your Special Order which covers anything not covered by the other two orders which isn't diplomacy. Extra orders may be added to the stats depending on your development.
Settlement Orders must be public. Defense and Special Orders can be public or private.
Evolution Points can be spent without an order. An evolution costs 50 EP across the board.
Game Start
All factions begin at a relatively safe location which they can choose. If you find an old nuclear generator or water dam in the region from today's time then you can settle there and mention your location which can provide unique benefits.
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